Wicked stuff, good to see the UK playing the game and thanks for the link.
It stores a hit until you get hit anywhere but the legs. Both of Diavolo’s 2Ls are too high and will trigger it iirc. Any attempts to j.M will probably alsot rigger it.
can you make a video about it? i don’t own OldJo and it’s quite difficult to understand the mechanic o.o

It stores a hit until you get hit anywhere but the legs. Both of Diavolo’s 2Ls are too high and will trigger it iirc. Any attempts to j.M will probably alsot rigger it.
And does what? No risk/cost in activating the move?
It probably does work dude, but the bursts (DIO, Diavolo, both of Giorno’s) are all stupid. Diavolo is balanced around it as well so not sure how they would adjust him in future updates.
How are people getting the DLC characters?..just buying the overpriced PSN cards?
How does the juggle system work after canceling?.. For example, this combo with Diavolo: SO LMH,LM,cH,fH, Cancel, jH, cLH,fH,dpC. After the jH when I go for crLH only the crL connects, do i just have to do it earlier?

can you make a video about it? i don’t own OldJo and it’s quite difficult to understand the mechanic o.o

And does what? No risk/cost in activating the move?
-In Soff, you activate it with 63214+S, for half a bar, which means you do it on equal terms with the opponent’s burst, but you probably build back more meter with your combos and ripple breathing.
-When activated it stays dormant until you’re hit (excluding the legs), which will cause Hermit Purple to spread out in all directions and hit the opponent for ~50 damage, no knockdown. -This can be neautralized by grabs IIRC (I assume single-hit-into-animation-moves as well), or by hitting him with a projectile or other long-range move without hurtbox. Moves with invincibility will avoid it since it’s instant and doesn’t have many active frames, and a crumpling move might give enough hitstun for the opponent to keep their combo going.
-Turning your stand on and off doesn’t seem to remove it, nor does it seem to run out after some time. Not even sweeping him removes it.
TL;DR: it’s like Iggy’s counter, but better in almost every way.

How does the juggle system work after canceling?.. For example, this combo with Diavolo: SO LMH,LM,cH,fH, Cancel, jH, cLH,fH,dpC. After the jH when I go for crLH only the crL connects, do i just have to do it earlier?
Skip the jab after the j.H. Groundbounces can only be disrupted by moves with a knockdown property of some sort, your jab will not prevent it from happening.

snip
Thanks for that.
That sounds interesting but from the sounds of it you need to find time to activate the move first before you’re ‘protected’ from being bursted on. The nature of that means it’s not always going to be available, unlike DIO’s which is passive.
Hmmm, I still don’t like them. It won’t stop me rinsing them in matches; I hope they at least review them.
Activating the counter shouldn’t be a problem, he’s pretty good at space control. Personally I hope they’ll just raise the cost to 1 bar for bursts though, would make them more fair.
I would make DIO’s cost 1.5 bars and increase the recovery time, make Diavolo’s cost 1 bar and increase the recovery time.
I would be okay with that. I kinda like the idea of a burst that leads to only a mixup with regards to Diavolo. 1 bar would let him use it pretty often so it would be his character identity.
and of course increase the recovery time on both so that characters aren’t greatly limiting their damage output by them just sitting on meter and having it available.
Old Joseph’s? I wish they would just change the move lol. it’s so weird. and not really what happens in the comic; the capcom version makes a lot more sense.
EDIT: oh and Koichi’s… it’s just straight up dumb. I’m not sure how they would make it less dumb without completely changing the move. make him do more damage to himself or something?
Note that a lot of moves that launch that normally have too much recovery for you to combo off of can be combo’d off after you trade with Oldseph’s counter thingy. I’ve only really tested with Gyro’s horse charge, but I’m sure other moves you normally have to puttsun are okay.

Note that a lot of moves that launch that normally have too much recovery for you to combo off of can be combo’d off after you trade with Oldseph’s counter thingy. I’ve only really tested with Gyro’s horse charge, but I’m sure other moves you normally have to puttsun are okay.
you need to land those without triggering it with a prior move though, which can be a challenge for some characters.
#kreygasm
Somebody decided to do a break down of the throw tech bug where the person can get pushed into a stationary projectile and take damage. Seems like it’s not consistent though, or that there’s some set condition for it to work. Anybody have any idea of what the text is saying (particularly the paragraphs in the middle of the vid)?
At first it looks like you only get hit during throw tech if you’re the one attempting the throw, but then I don’t know what’s going on after the walls of text.
anyone in the west coast? i haven’t tried online yet just been grinding in campaign
I ran a session for this game tonight…Seriously this game is legitimately fun to play with other people lol…
Hol Horse is probably one of the most annoying people to fight, Hanged Man disruption seems to make approaching/performing combos on him difficult.
Does anyone know another way to get the DLC characters besides picking up Japanese psn cards from overpriced online stores?
If anyone wants to play me online sometime I play on my brother’s PSN: botagel . I’m usually able to play Friday nights 6:00 PM - 2 AM. Game’s more fun when you’re not playing underwater against the Japanese, lol.
Got to play against someone for the first time since LisaLisa dlc is out, and here are my random findings about her rekkas:
The M (overhead) and H (low) second stage options get beaten out by anyone pressing buttons
*However, the L followup as the second stage rekka blows up mashers (but is unsafe on block obviously)
The up-attack ender for the rekka (the jumping grab) is practically guaranteed if the second stage rekkas hit
*the opponent has to jump if it’s blocked to avoid it (pressing buttons doesn’t work, DPs are iffy)
*if the opponent decides to jump, you can opt to do the 6A finisher instead of the grab, and it blows up jumpers
Against Horses: the 6A rekka ender might not crumple horses, but the grab ender catches and dismounts them, so that may be what you need to do in that matchup.
Also: Rohan’s stand-off normals does not trigger LisaLisa’s GHA - does that mean they’re all considered projectiles?
That helps, I had no idea how to stop Lisa-Lisa’s jumping grab, I thought with the animation and jumping to avoid would’ve been the last thing to do.
Very interesting, maybe now I won’t get blown up by that chain on block.
For Lisa Lisa, also remember that you can press R after the high/low/mid follow-up to spin and do another one instead of moving on to the button-specific follow-up or one of the enders.